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"Cousin Ricky" <rickysttATyahooDOTcom> wrote:
> Jaime explains the technique at his Web site:
>
> http://www.ignorancia.org/en/index.php?page=Two_Pass_Radiosity
The example scene file was written for POV-Ray 3.5. Note that in POV-Ray 3.7,
the load_file and save_file keywords have been replaced with command line
options.
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> Does the height_field have some reflections enabled?
Ayup.
I'm gonna guess that the reflectivity and the antialiasing are the double
whammy.
> You try do switch that off. As far as the radiosity is concerned, I do not see
anything
> that really slows down a render; I use those settings currently myself.
> You can increase error_bound to 1.0 and try with recursion_limit 2.
There's a lot of reflective Victorian gold stuff, so I'm guessing that's the
real bottleneck. Even the wallpaper has reflective gold.
I mouse-selected everything except the left-hand side, and I'm at 42% after 3h.
You go, little Acer Aspire One! You can do it! :D
When I set up the scene for simplified textures, do I still use +Q9?
I'm assuming I need a block of if / simple textures / else / complex ones / end
This is gonna prove the 90/10 rule.
"The last 10% of a project takes up 90% of the time and effort."
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OK, I think that the remaining 58% getting completed supports the whole
reflectivity problem.
4h 12 min total.
Here ya go:
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Attachments:
Download 'secretpassage_noheightfield.png' (1354 KB)
Preview of image 'secretpassage_noheightfield.png'
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> OK, I think that the remaining 58% getting completed supports the whole
> reflectivity problem.
> 4h 12 min total.
>
> Here ya go:
That looks much better. You should use area lights. Those shadows are too
abrupt.
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> Alain <kua### [at] videotronca> wrote:
>> Looks like your shades may not let the light pass through, or maybe the
>> lights are accidently located inside an opaque part of your fixtures.
>
> I have the point light sources moved to the proper positions now, what I need to
> do is give the impression that there is actually a light THERE - not necessarily
> a filament, but that radiating glow that emanates out through the glass.
> My knee-jerk reaction is to incorporate media...
No need for media.
If using radiosity, a look_like sphere, or any shape you may want, with
an emissive finish will do.
Another way would be to use the back side illumination feature. Simply
adding a second value to the diffuse parameter turn that on. (diffuse
0.1 0.7 will diffuse mostly from the back side) Works great with radiosity.
If using photons, beter add photons{pass_through} to the fixture.
...
> Off to make adjustments and render it out again...
>
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Alain <kua### [at] videotronca> wrote:
> No need for media.
> If using radiosity, a look_like sphere, or any shape you may want, with
> an emissive finish will do.
> Another way would be to use the back side illumination feature. Simply
> adding a second value to the diffuse parameter turn that on. (diffuse
> 0.1 0.7 will diffuse mostly from the back side) Works great with radiosity.
Well, I modeled a bulb with a filament, and it looks ok in the include file
render. Replacing the point light sources with these bulbs gives me --- eeek.
Here's my lampshade glass:
// Glass
difference {
cone {<0, 0, 0>, 1.95, <0, 4.625, 0>, 3.875}
cone {<0, 0, 0>, 1.95, <0, 4.625, 0>, 3.875 scale <0.9, 1.2, 0.9>}
translate < 7.687, 0.4375, 0>
interior {ior 1.5}
texture {pigment {rgbt <1, 0.7, 0, 0.9>} finish {emission 0.7}}
double_illuminate
}
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Attachments:
Download 'oldlightbulb.png' (30 KB)
Preview of image 'oldlightbulb.png'
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Here's my WIP lightbulb include file - I want to make a little point of glass at
the top like an old-time hand-blown bulb... blob?
(Screw base is borrowed from
// Persistence of Vision Ray Tracer Scene Description File
// File: bulbsokt.pov
// Vers: 3.1
// Desc: Item in "Household fixtures" series
// Date: 7OCT2000
// Auth: James R. Wilson jwi### [at] twcnyrrcom
//
// A standard light bulb and a porcelain socket
// Scale: decimal inches
)
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Attachments:
Download 'oldlightbulb.inc.txt' (8 KB)
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I'm gonna guess that this is a max trace level issue...
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Attachments:
Download 'secretpassage.png' (263 KB)
Preview of image 'secretpassage.png'
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On 4-11-2014 4:12, Bald Eagle wrote:
> I'm gonna guess that this is a max trace level issue...
>
But radiosity is switched off in this scene surely??
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 4-11-2014 4:12, Bald Eagle wrote:
> > I'm gonna guess that this is a max trace level issue...
> >
>
> But radiosity is switched off in this scene surely??
>
> Thomas
It surely was, but enabling it didn't do much except add a bit of "fill light"
to the dark region. I'm no longer sure it's a max_trace_level thing, since I
commented out the glass of the bulb, and raise MTL from 5 to 7 .... Must have
something to do with the looks_like {Filament}?
I've only ever tried using light bulbs or looks_like a few times before, and
it's always a frustrating experience.
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